362 views17 hrs ago
Commander
Size: 100Est cost: $207.90Salt sum: 26.76
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JollyBalloonEnjoyer

362 views17 hrs ago
Commander
Size: 100Est cost: $207.90Salt sum: 26.76

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{"ops":[{"attributes":{"bold":true},"insert":"Primer: The Jolly Balloon Man's Modular Menace"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":" "},{"attributes":{"bold":true},"insert":"Why Play This Deck?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love scaling value engines and ETB effects."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You enjoy sneaky combat tricks and counter manipulation."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You want to turn tiny 1/1 balloons into massive, terrifying artifact threats."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You enjoy outramping the dumb green players every 10th game because no one ever removed your sad robot. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Power Level & Meta:"},{"insert":" You will feel comfortable in Bracket 2 - no infinite combos, and just (somewhat) honest combat will win you the game by turn 6 or 7. If you draw really lucky and your opponents underestimate your janky modular balloons, you might sneak a win here and there in bracket 3 aswell as we have quite versatile and recurrable removal aswell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. The Core Engine "},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Modular Exploit:"},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Usually, decks helmed by the "},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" use ETB values for card draw or ramp as we do, but use the 1/1 balloons for burn. Our main gameplan is to find 2-4 modular creatures and make them stick on the board, because every balloon copy of the modular creature also enters with the additional +1/+1 counters. "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":" for example will net you a 3/3 flying first-strike balloon with haste, and as you have to sacrifice it in the endstep or when it dies in combat, we grow our orignal creature on the ground. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"ETB Value Town:"},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since our commander can only copy creatures, most card draw and removal will remain creature-based. While the Card draw package usually only replaces itself and puts a blocker on the board, copying it once nets you one card (which can be repeated each turn, if necessary) and can lead to huge turns when you pull everything from the graveyard at once. For Protection, I chose flicker effects which seems counter (pun intended) intuitive to the +1/+1-Strategy, but the tokens would die anyways and the original creatures will re-enter with their respective counters and build back up fairly quickly. But the key part is that any value-ETB such as "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" or "},{"insert":{"card-link":"Duergar Hedge-Mage"}},{"insert":" will retrigger and allow additional value. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. Card Categories & Synergies"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Modular Package:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Aside from just normal synergy with +1/+1 counters, the modular creatures work especially well with the duskmourn allstar "},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":" . This indestructable creature burns each opponent by its powervalue when it attacks (which we only do if we can kill everyone), blocks (which it usually will do) or is targetet by a spell (which we could trigger with a lot of our protection suite). Note that our commander can't trigger this on his copy effect, but if we stack our counters on it since modular says "},{"attributes":{"italic":true},"insert":"any"},{"insert":" Artifact Creature, we basically set a timer for our opponents. In addition we run a few sac-outlets such as "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" or "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" which gives us the possibility of combat tricks, if we get through with one creature and others become blocked. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"ETB Engines:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pure ETB Engines are pretty much your standard budget package: "},{"insert":{"card-link":"Spirited Companion"}},{"insert":" , "},{"insert":{"card-link":"Wall of Omens"}},{"insert":" or "},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":" draw a card on ETB and just replace itself. The value only starts once you copy it or recurr it from the graveyard (which we can do). "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" is especially nice to copy, since it ramps us on ETB and draws a card when we sacrifice the token copy on End-Step. Something similar but much more dirty happens with "},{"insert":{"card-link":"Ao, the Dawn Sky"}},{"insert":". Since the Token Copy will immediatly die to the legendary rule, we can use this effect over and over to either cheat more ETB-Value creatures on the board, or buff our modular engine to the max. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Copying & Doubling:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Deck runs a few ways to double down on the balloons. "},{"insert":{"card-link":"Ertha Jo, Frontier Mentor"}},{"insert":" will simply copy the activated ability, but won't do much without our commander. "},{"insert":{"card-link":"Panharmonicon"}},{"insert":" will double the ETB effects and will mostly net us card draw or ramp, since the modular effect doesn't count as ETB. "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" technically doubles down on ETBs and Tokens, but only in our End Step. Put the Sacrifice-Trigger on the Stack first, then the additional token creation, to resolve the additional balloon first. Sometimes it might be worth it not to attack to ensure, the balloon stays alive for this permanent token to resolve. Determined Iteration has the exact effect as our commander, giving us the ETB and forcing a sacrifice in the end. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protection & Blinking:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At first it seemes counter intuitive to run a blink-strategy in a deck that wants to build big creatures with +1/+1 counters, In reality, you will have 1-2 value cards, your commander and maybe 1-2 modular creatures on the board before your opponents start throwing removal at you - either at your commander, or the copy target. The flicker effects are incredibly versatile in use, offering spot removal protection, double down on ETBs for removal, card draw or just flickering the commander for an additional token copy. "},{"insert":{"card-link":"Lae'zel's Acrobatics"}},{"insert":" and "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" even let you dodge boardwipes completely, but leave you open for attacks for the rest of the turn. "},{"insert":{"card-link":"Haystack"}},{"insert":" remains the MVP here: It can be tutored with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", protects your most valuable piece by phasing it (which means, if you build a large creature with +1/+1 counters, they stay!) and can even protect your entire board with "},{"insert":{"card-link":"Agrus Kos, Eternal Soldier"}},{"insert":". Just be careful with this, since you will be open until you begin your next turn and you don't get ETB-effects. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"4. Gameplan Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1-3): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mulligan until you find a copy target with MV < 3. Idealy, you get at least 1 Arcbound creature to establish a blocker, and 1 or 2 draw engines. If you find only Arcbound creatures but have access to "},{"insert":{"card-link":"Thopter Shop"}},{"insert":" or "},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" , this is absolutely perfect. You should never play "},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" if you dont activate him, but the value quickly accumulates. Therefor, I would prioritize Copy-Targets over early game ramp to have your target and commander out as soon as possible. Its highly unlikely that a 2 mana copy target gets removed, and you can play a 2 mana-manarock the turn after and use that to activate your commander again. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4-6): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you didn't need early blockers, you should have either ramped or drawn enough cards that you can put down the bigger beaters with a token or effect doubler. Now we can play bigger creatures that actually make us look like the modular menace: "},{"insert":{"card-link":"Threefold Thunderhulk"}},{"insert":" is a big beater that will trigger multiple times and give us a wide board, "},{"insert":{"card-link":"Arcbound Slasher"}},{"insert":" becomes a 6/6 flyer for 1 mana each turn and if you deployed "},{"insert":{"card-link":"Arcbound Crusher"}},{"insert":" anywhere in turns 3-5, it should be big enough to threaten at least one player by now. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game (Turns 7+): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this point, there are two possibilites: either you have a big board full with counters or ETB values, or you have a graveyard full with the same stuff. You can start recurring those with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" or "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" which will give you 2-3 recursions each turn, or just drop everything onto the board with "},{"insert":{"card-link":"Wake the Past"}},{"insert":" and just run your opponents over from there. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"5. Key Combos & Sneaky Interactions"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sundial of the Infinite:"},{"insert":" Similar to "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" , activating Sundial during your turn will wipe the sacrifice trigger off the stack and let you keep your tokens. You could also do this to protect you from spot removal, but without the initial trigger already on the stack, you will lose your balloons. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cybermen Squadron: "},{"insert":"If you bring this onto the board and get to attack with just one or two creatures, you should be able to just win from the raw value. Note that the myriad-copies get exiled. There are a few ways to sacrifice them to move the counters from any modular creatures though. If you have nothing else to search for or just need a way to close the game, tutoring this into the yard with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" and reanimating it with "},{"insert":{"card-link":"Wake the Past"}},{"insert":" or "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" is the safest way to find this finisher. If you really want to make this work, I suggest adding "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":" and cutting "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" . "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Liquimetal Torque Tricks:"},{"insert":" One of my favorite mana rocks in this game. You can either move your counters to non-artifact creatures, get the myriad trigger on your sun titan or remove the vandalblasts players most valueable nonland-permanent. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"6. Weaknesses & How to Overcome Them"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Graveyard Hate:"},{"insert":" Note that effects like "},{"attributes":{"italic":true},"insert":"Rest in Peace"},{"insert":" stop Modular triggers from happening since the creatures don't \"die.\" The same goes for any other exile-effects. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board Wipes:"},{"insert":" If you can, try to keep your commander on the board. We run an overall low curve, but if the commander gets removed more than 2-3 times, you effectivly rely on your opponents to finish each other until you can rebuild if you havent ramped like crazy with your sad robot!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"7. Conclusion"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This was my very first deck to build on my own and started on a 35€ Budget. It has come a long way since then and with the recent upgrades I made to bring it back up to fighting shape, I decided to write this primer to streamline everything. Its incredibly fun to see modular creatures actually work and the recursion make this deck quite resilient. I left out any infinite combos by design as I don't particualy enjoy them, but if you want to move to bracket 3, "},{"insert":{"card-link":"Village Bell-Ringer"}},{"insert":" works well even if you dont go infinite with him. If you find "},{"insert":{"card-link":"Cybermen Squadron"}},{"insert":" to niche, you can replace it as a finisher with "},{"insert":{"card-link":"Sigarda's Summons"}},{"insert":" or "},{"insert":{"card-link":"Echoing Assault"}},{"insert":" .\n"}]}

Commander

Qty: 1 Price: $1.49
The Jolly Balloon Man
Haste
,
: Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Legendary Creature - Human Clown
The Jolly Balloon Man (dsk) 359

Commander

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Copy

Qty: 2 Price: $2.84
Agrus Kos, Eternal Soldier
Vigilance
Whenever Agrus Kos becomes the target of an ability that targets only it, you may pay
. If you do, copy that ability for each other creature you control that ability could target. Each copy targets a different one of those creatures. (
can be paid with either
or
.)
Legendary Creature - Soldier Spirit
Agrus Kos, Eternal Soldier (j22) 1
Ertha Jo, Frontier Mentor
When Ertha Jo enters, create a 1/1 red Mercenary creature token with "
: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
Legendary Creature - Advisor Kor
Ertha Jo, Frontier Mentor (otj) 203

Copy

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Counters

Qty: 13 Price: $42.57
Arcbound Crusher
Trample
Whenever another artifact enters, put a +1/+1 counter on this creature.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Juggernaut
Arcbound Crusher (hop) 105
Arcbound Mouser
Lifelink
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Cat
Arcbound Mouser (mh2) 3
Arcbound Prototype
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Assembly-Worker
Arcbound Prototype (mh2) 4
Arcbound Ravager
Sacrifice an artifact: Put a +1/+1 counter on this creature.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Beast
Arcbound Ravager (mma) 198
Arcbound Shikari
First strike
When this creature enters, put a +1/+1 counter on each other artifact creature you control.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Soldier Cat
Arcbound Shikari (mh2) 184
Arcbound Slasher
Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Riot (This creature enters with your choice of an additional +1/+1 counter or haste.)
Creature Artifact - Cat
Arcbound Slasher (mh2) 111
Arcbound Slith
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Slith
Arcbound Slith (plst) DST-102
Arcbound Stinger
Flying
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Insect
Arcbound Stinger (mma) 199
Arcbound Tracker
Menace
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on this creature.
Creature Artifact - Dog
Arcbound Tracker (mh2) 112
Giggling Skitterspike
Indestructible
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Creature Artifact - Toy
Giggling Skitterspike (dsc) 39
Steel Overseer
: Put a +1/+1 counter on each artifact creature you control.
Creature Artifact - Construct
Steel Overseer (c21) 267
Threefold Thunderhulk
This creature enters with three +1/+1 counters on it.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Creature Artifact - Gnome
Threefold Thunderhulk (lci) 265
Zabaz, the Glimmerwasp
Modular 1
If a modular triggered ability would put one or more +1/+1 counters on a creature you control, that many plus one +1/+1 counters are put on it instead.
: Destroy target artifact you control.
: Zabaz gains flying until end of turn.
Legendary Creature Artifact - Insect
Zabaz, the Glimmerwasp (mh2) 243

Counters

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Draw

Qty: 9 Price: $8.19
Ao, the Dawn Sky
Flying, vigilance
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature - Dragon Spirit
Ao, the Dawn Sky (neo) 2
Circuit Mender
When this creature enters, you gain 2 life.
When this creature leaves the battlefield, draw a card.
Creature Artifact - Insect
Circuit Mender (blc) 267
Combustible Gearhulk
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
Creature Artifact - Construct
Combustible Gearhulk (drc) 102
Filigree Familiar
When this creature enters, you gain 2 life.
When this creature dies, draw a card.
Creature Artifact - Fox
Filigree Familiar (cmr) 308
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (tdc) 319
Inspiring Overseer
Flying
When this creature enters, you gain 1 life and draw a card.
Creature - Cleric Angel
Inspiring Overseer (j25) 212
Spirited Companion
When this creature enters, draw a card.
Creature Enchantment - Dog
Spirited Companion (j25) 256
Thopter Shop
Whenever one or more artifact creatures you control die, draw a card. This ability triggers only once each turn.
,
: Create a 1/1 colorless Thopter artifact creature token with flying.
Artifact
Thopter Shop (brc) 19
Wall of Omens
Defender
When this creature enters, draw a card.
Creature - Wall
Wall of Omens (tdc) 138

Draw

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Land

Qty: 37 Price: $25.47
Alpine Meadow
(
: Add
or
.)
This land enters tapped.
Snow Land - Plains Mountain
Alpine Meadow (khm) 248
Arcane Lighthouse
: Add
.
,
: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land
Arcane Lighthouse (mb2) 102
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (tdc) 340
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (tdc) 351
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (tdc) 107
Drannith Ruins
: Add
.
,
: Put two +1/+1 counters on target non-Human creature that entered this turn.
Land
Drannith Ruins (mat) 50
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (tdm) 255
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Furycalm Snarl (mkc) 263
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (tdm) 283
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (tdc) 380
Pit of Offerings
This land enters tapped.
When this land enters, exile up to three target cards from graveyards.
: Add
.
: Add one mana of any of the exiled cards' colors.
Land - Cave
Pit of Offerings (lci) 278
Plains
(
: Add
.)
Basic Land - Plains
Plains (tdm) 278
Promising Vein
: Add
.
,
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land - Cave
Promising Vein (lci) 279
Shire Terrace
: Add
.
,
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Shire Terrace (ltr) 261
Sunscorched Divide
,
: Add
.
Land
Sunscorched Divide (blc) 336
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (dsc) 313
Temple of Triumph
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Triumph (tdc) 407
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (tdc) 408

Land

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Protection

Qty: 7 Price: $21.96
Blacksmith's Skill
Target permanent gains hexproof and indestructible until end of turn. If it's an artifact creature, it gets +2/+2 until end of turn.
Instant
Blacksmith's Skill (mh2) 6
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (otc) 216
Duty Beyond Death
As an additional cost to cast this spell, sacrifice a creature.
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each creature you control. (Damage and effects that say "destroy" don't destroy those creatures.)
Instant
Duty Beyond Death (soa) 4
Eerie Interlude
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant
Eerie Interlude (khc) 22
Haystack
,
: Target creature you control phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Artifact
Haystack (acr) 5
Sundial of the Infinite
,
: End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Artifact
Sundial of the Infinite (plst) M12-218
Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel —
, Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment
Touch the Spirit Realm (neo) 40

Protection

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Ramp

Qty: 11 Price: $20.35
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (otc) 252
Charming Scoundrel
Haste
When this creature enters, choose one —
• Discard a card, then draw a card.
• Create a Treasure token.
• Create a Wicked Role token attached to target creature you control.
Creature - Human Rogue
Charming Scoundrel (woe) 124
Foundry Inspector
Artifact spells you cast cost
less to cast.
Creature Artifact - Construct
Foundry Inspector (cmm) 385
Kor Cartographer
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Scout Kor
Kor Cartographer (khc) 28
Liquimetal Torque
: Add
.
: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
Artifact
Liquimetal Torque (brc) 145
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (woc) 148
Patriar's Seal
: Add one mana of any color.
,
: Untap target legendary creature you control.
Artifact
Patriar's Seal (clb) 332
Patron of the Arts
When this creature enters or dies, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Dragon Noble
Patron of the Arts (clb) 191
Sol Ring
: Add
.
Artifact
Sol Ring (otc) 267
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (clb) 872
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (tdc) 329

Ramp

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Recursion

Qty: 4 Price: $4.66
Feldon of the Third Path
,
: Create a token that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.
Legendary Creature - Human Artificer
Feldon of the Third Path (moc) 277
Karmic Guide
Flying, protection from black
Echo
(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit
Karmic Guide (voc) 90
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (tdc) 133
Wake the Past
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
Sorcery
Wake the Past (pip) 221

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Abrade
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
Instant
Abrade (soa) 37
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird
Aerial Extortionist (mkc) 54
Duergar Hedge-Mage
When this creature enters, if you control two or more Mountains, you may destroy target artifact.
When this creature enters, if you control two or more Plains, you may destroy target enchantment.
Creature - Shaman Dwarf
Duergar Hedge-Mage (moc) 324
Duplicant
Imprint — When this creature enters, you may exile target nontoken creature.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
Creature Artifact - Shapeshifter
Duplicant (cmm) 946
Meteor Golem
When this creature enters, destroy target nonland permanent an opponent controls.
Creature Artifact - Golem
Meteor Golem (fdn) 256
Rip Apart
Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment.
Sorcery
Rip Apart (onc) 124
Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor
Skyclave Apparition (mb2) 18

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Cybermen Squadron
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature Artifact - Cyberman
Cybermen Squadron (who) 176
Determined Iteration
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
Enchantment
Determined Iteration (soc) 122
Renewed Solidarity
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+0.
At the beginning of your end step, for each token you control of the chosen type that entered this turn, create a token that's a copy of it.
Enchantment
Renewed Solidarity (drc) 7
Wurmcoil Engine
Deathtouch, lifelink
When this creature dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.
Creature Artifact - Wurm Phyrexian
Wurmcoil Engine (p10) 223

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Goblin Engineer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
,
, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer
Goblin Engineer (plst) MH1-128

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Teshar, Ancestor's Apostle
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature - Cleric Bird
Teshar, Ancestor's Apostle (soc) 180

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Ajani's Presence
Strive — This spell costs
more to cast for each target beyond the first.
Any number of target creatures each get +1/+1 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Ajani's Presence (jou) 2
Arcbound Worker
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Construct
Arcbound Worker (mma) 201
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (m3c) 167
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (tdc) 208
Coercive Recruiter
Whenever this creature or another Pirate you control enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
Creature - Orc Pirate
Coercive Recruiter (lcc) 222
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (cmm) 21
Dross Scorpion
Whenever this creature or another artifact creature dies, you may untap target artifact.
Creature Artifact - Scorpion
Dross Scorpion (mrd) 164
Echoing Assault
Creature tokens you control have menace.
Whenever you attack a player, choose target nontoken creature that's attacking that player. Create a token that's a copy of that creature, except it's 1/1. The token enters tapped and attacking that player. Sacrifice it at the beginning of the next end step.
Enchantment
Echoing Assault (blc) 24
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (lcc) 128
Goblin Bombardment
Sacrifice a creature: This enchantment deals 1 damage to any target.
Enchantment
Goblin Bombardment (mh2) 279
Halo Fountain
,
, Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token.
,
, Untap two tapped creatures you control: Draw a card.
,
, Untap fifteen tapped creatures you control: You win the game.
Artifact
Halo Fountain (snc) 15
Illusionist's Bracers
Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.
Equip
Artifact - Equipment
Illusionist's Bracers (rvr) 260
Impact Tremors
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Impact Tremors (moc) 285
Marvin, Murderous Mimic
Marvin has all activated abilities of creatures you control that don't have the same name as this creature.
Legendary Creature Artifact - Toy
Marvin, Murderous Mimic (dsk) 367
Rumor Gatherer
Alliance — Whenever another creature you control enters, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
Creature - Wizard Elf
Rumor Gatherer (clb) 705
Sigarda's Summons
Creatures you control with +1/+1 counters on them have base power and toughness 4/4, have flying, and are Angels in addition to their other types.
Enchantment
Sigarda's Summons (vow) 36
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (blc) 283
Sunspine Lynx
Players can't gain life.
Damage can't be prevented.
When this creature enters, it deals damage to each player equal to the number of nonbasic lands that player controls.
Creature - Elemental Cat
Sunspine Lynx (blb) 155
Throne of Geth
, Sacrifice an artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
Throne of Geth (2xm) 301
Village Bell-Ringer
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, untap all creatures you control.
Creature - Human Scout
Village Bell-Ringer (moc) 216
Winter Orb
As long as this artifact is untapped, players can't untap more than one land during their untap steps.
Artifact
Winter Orb (ema) 234
Zealous Conscripts
Haste
When this creature enters, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.
Creature - Human Warrior
Zealous Conscripts (inr) 183

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Deck Info

Deck stats

33 pips - 28 cards
28 mana - 28 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
18 pips - 16 cards
17 mana - 17 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
14 mana - 12 cards
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Description

{"ops":[{"attributes":{"bold":true},"insert":"Primer: The Jolly Balloon Man's Modular Menace"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":" "},{"attributes":{"bold":true},"insert":"Why Play This Deck?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love scaling value engines and ETB effects."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You enjoy sneaky combat tricks and counter manipulation."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You want to turn tiny 1/1 balloons into massive, terrifying artifact threats."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You enjoy outramping the dumb green players every 10th game because no one ever removed your sad robot. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Power Level & Meta:"},{"insert":" You will feel comfortable in Bracket 2 - no infinite combos, and just (somewhat) honest combat will win you the game by turn 6 or 7. If you draw really lucky and your opponents underestimate your janky modular balloons, you might sneak a win here and there in bracket 3 aswell as we have quite versatile and recurrable removal aswell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. The Core Engine "},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Modular Exploit:"},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Usually, decks helmed by the "},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" use ETB values for card draw or ramp as we do, but use the 1/1 balloons for burn. Our main gameplan is to find 2-4 modular creatures and make them stick on the board, because every balloon copy of the modular creature also enters with the additional +1/+1 counters. "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":" for example will net you a 3/3 flying first-strike balloon with haste, and as you have to sacrifice it in the endstep or when it dies in combat, we grow our orignal creature on the ground. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"ETB Value Town:"},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since our commander can only copy creatures, most card draw and removal will remain creature-based. While the Card draw package usually only replaces itself and puts a blocker on the board, copying it once nets you one card (which can be repeated each turn, if necessary) and can lead to huge turns when you pull everything from the graveyard at once. For Protection, I chose flicker effects which seems counter (pun intended) intuitive to the +1/+1-Strategy, but the tokens would die anyways and the original creatures will re-enter with their respective counters and build back up fairly quickly. But the key part is that any value-ETB such as "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" or "},{"insert":{"card-link":"Duergar Hedge-Mage"}},{"insert":" will retrigger and allow additional value. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. Card Categories & Synergies"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Modular Package:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Aside from just normal synergy with +1/+1 counters, the modular creatures work especially well with the duskmourn allstar "},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":" . This indestructable creature burns each opponent by its powervalue when it attacks (which we only do if we can kill everyone), blocks (which it usually will do) or is targetet by a spell (which we could trigger with a lot of our protection suite). Note that our commander can't trigger this on his copy effect, but if we stack our counters on it since modular says "},{"attributes":{"italic":true},"insert":"any"},{"insert":" Artifact Creature, we basically set a timer for our opponents. In addition we run a few sac-outlets such as "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" or "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" which gives us the possibility of combat tricks, if we get through with one creature and others become blocked. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"ETB Engines:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pure ETB Engines are pretty much your standard budget package: "},{"insert":{"card-link":"Spirited Companion"}},{"insert":" , "},{"insert":{"card-link":"Wall of Omens"}},{"insert":" or "},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":" draw a card on ETB and just replace itself. The value only starts once you copy it or recurr it from the graveyard (which we can do). "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" is especially nice to copy, since it ramps us on ETB and draws a card when we sacrifice the token copy on End-Step. Something similar but much more dirty happens with "},{"insert":{"card-link":"Ao, the Dawn Sky"}},{"insert":". Since the Token Copy will immediatly die to the legendary rule, we can use this effect over and over to either cheat more ETB-Value creatures on the board, or buff our modular engine to the max. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Copying & Doubling:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Deck runs a few ways to double down on the balloons. "},{"insert":{"card-link":"Ertha Jo, Frontier Mentor"}},{"insert":" will simply copy the activated ability, but won't do much without our commander. "},{"insert":{"card-link":"Panharmonicon"}},{"insert":" will double the ETB effects and will mostly net us card draw or ramp, since the modular effect doesn't count as ETB. "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" technically doubles down on ETBs and Tokens, but only in our End Step. Put the Sacrifice-Trigger on the Stack first, then the additional token creation, to resolve the additional balloon first. Sometimes it might be worth it not to attack to ensure, the balloon stays alive for this permanent token to resolve. Determined Iteration has the exact effect as our commander, giving us the ETB and forcing a sacrifice in the end. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protection & Blinking:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At first it seemes counter intuitive to run a blink-strategy in a deck that wants to build big creatures with +1/+1 counters, In reality, you will have 1-2 value cards, your commander and maybe 1-2 modular creatures on the board before your opponents start throwing removal at you - either at your commander, or the copy target. The flicker effects are incredibly versatile in use, offering spot removal protection, double down on ETBs for removal, card draw or just flickering the commander for an additional token copy. "},{"insert":{"card-link":"Lae'zel's Acrobatics"}},{"insert":" and "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" even let you dodge boardwipes completely, but leave you open for attacks for the rest of the turn. "},{"insert":{"card-link":"Haystack"}},{"insert":" remains the MVP here: It can be tutored with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", protects your most valuable piece by phasing it (which means, if you build a large creature with +1/+1 counters, they stay!) and can even protect your entire board with "},{"insert":{"card-link":"Agrus Kos, Eternal Soldier"}},{"insert":". Just be careful with this, since you will be open until you begin your next turn and you don't get ETB-effects. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"4. Gameplan Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1-3): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mulligan until you find a copy target with MV < 3. Idealy, you get at least 1 Arcbound creature to establish a blocker, and 1 or 2 draw engines. If you find only Arcbound creatures but have access to "},{"insert":{"card-link":"Thopter Shop"}},{"insert":" or "},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" , this is absolutely perfect. You should never play "},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" if you dont activate him, but the value quickly accumulates. Therefor, I would prioritize Copy-Targets over early game ramp to have your target and commander out as soon as possible. Its highly unlikely that a 2 mana copy target gets removed, and you can play a 2 mana-manarock the turn after and use that to activate your commander again. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4-6): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you didn't need early blockers, you should have either ramped or drawn enough cards that you can put down the bigger beaters with a token or effect doubler. Now we can play bigger creatures that actually make us look like the modular menace: "},{"insert":{"card-link":"Threefold Thunderhulk"}},{"insert":" is a big beater that will trigger multiple times and give us a wide board, "},{"insert":{"card-link":"Arcbound Slasher"}},{"insert":" becomes a 6/6 flyer for 1 mana each turn and if you deployed "},{"insert":{"card-link":"Arcbound Crusher"}},{"insert":" anywhere in turns 3-5, it should be big enough to threaten at least one player by now. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game (Turns 7+): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this point, there are two possibilites: either you have a big board full with counters or ETB values, or you have a graveyard full with the same stuff. You can start recurring those with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" or "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" which will give you 2-3 recursions each turn, or just drop everything onto the board with "},{"insert":{"card-link":"Wake the Past"}},{"insert":" and just run your opponents over from there. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"5. Key Combos & Sneaky Interactions"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sundial of the Infinite:"},{"insert":" Similar to "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" , activating Sundial during your turn will wipe the sacrifice trigger off the stack and let you keep your tokens. You could also do this to protect you from spot removal, but without the initial trigger already on the stack, you will lose your balloons. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cybermen Squadron: "},{"insert":"If you bring this onto the board and get to attack with just one or two creatures, you should be able to just win from the raw value. Note that the myriad-copies get exiled. There are a few ways to sacrifice them to move the counters from any modular creatures though. If you have nothing else to search for or just need a way to close the game, tutoring this into the yard with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" and reanimating it with "},{"insert":{"card-link":"Wake the Past"}},{"insert":" or "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" is the safest way to find this finisher. If you really want to make this work, I suggest adding "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":" and cutting "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" . "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Liquimetal Torque Tricks:"},{"insert":" One of my favorite mana rocks in this game. You can either move your counters to non-artifact creatures, get the myriad trigger on your sun titan or remove the vandalblasts players most valueable nonland-permanent. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"6. Weaknesses & How to Overcome Them"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Graveyard Hate:"},{"insert":" Note that effects like "},{"attributes":{"italic":true},"insert":"Rest in Peace"},{"insert":" stop Modular triggers from happening since the creatures don't \"die.\" The same goes for any other exile-effects. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board Wipes:"},{"insert":" If you can, try to keep your commander on the board. We run an overall low curve, but if the commander gets removed more than 2-3 times, you effectivly rely on your opponents to finish each other until you can rebuild if you havent ramped like crazy with your sad robot!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"7. Conclusion"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This was my very first deck to build on my own and started on a 35€ Budget. It has come a long way since then and with the recent upgrades I made to bring it back up to fighting shape, I decided to write this primer to streamline everything. Its incredibly fun to see modular creatures actually work and the recursion make this deck quite resilient. I left out any infinite combos by design as I don't particualy enjoy them, but if you want to move to bracket 3, "},{"insert":{"card-link":"Village Bell-Ringer"}},{"insert":" works well even if you dont go infinite with him. If you find "},{"insert":{"card-link":"Cybermen Squadron"}},{"insert":" to niche, you can replace it as a finisher with "},{"insert":{"card-link":"Sigarda's Summons"}},{"insert":" or "},{"insert":{"card-link":"Echoing Assault"}},{"insert":" .\n"}]}
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